/Engine/Source/Runtime/Engine/Public/SceneManagement.h
Represents aUSkyLightComponentto the rendering thread.
class FSkyLightSceneProxy
float
AverageBrightness
uint8: 1
bAffectGlobalIllumination
uint8: 1
bAffectReflection
bool
bCaptureSkyLightWaitingForMeshesOrTextures
bool
bCaptureSkyLightWaitingForShaders
uint8: 1
bCastShadows
uint8: 1
bCastVolumetricShadow
bool
bCloudAmbientOcclusion
bool
bCubemapSkyLightWaitingForCubeMapTexture
uint8: 1
bHasStaticLighting
FTexture*
BlendDestinationProcessedTexture
float
BlendFraction
bool
bLowerHemisphereIsSolidColor
bool
bRealTimeCaptureEnabled
uint8:  1
bShowIlluminanceMeter
uint8: 1
bTransmission
uint8: 1
bWantsStaticShadowing
uint32
CaptureCubeMapResolution
FVector
CapturePosition
TEnumAsByte<EC...
CastRayTracedShadow
float
CloudAmbientOcclusionApertureScale
float
CloudAmbientOcclusionExtent
float
CloudAmbientOcclusionMapResolutionScale
float
CloudAmbientOcclusionStrength
float
Contrast
float
IndirectLightingIntensity
FSHVectorRGB3
IrradianceEnvironmentMap
constUSkyLight...
LightComponent
FLinearColor
LowerHemisphereColor
float
MinOcclusion
TEnumAsByte< EO...
OcclusionCombineMode
float
OcclusionExponent
float
OcclusionMaxDistance
FLinearColor
OcclusionTint
FTexture*
ProcessedTexture
int32
SamplesPerPixel
float
SecondsToNextIncompleteCapture
float
SkyDistanceThreshold
FLinearColor
SpecifiedCubemapColorScale
float
VolumetricScatteringIntensity